Search found 2244 matches
- Sun Feb 04, 2024 5:37 pm
- Forum: Outdated/Not implemented
- Topic: Spining camera.
- Replies: 4
- Views: 377
- Sun Feb 04, 2024 11:42 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101] Ghost poles have copper wires in circuit_connection_definitions
- Replies: 1
- Views: 490
Re: [1.1.101] Ghost poles have copper wires in circuit_connection_definitions
Thanks for the report. Issue is now fixed for 1.1.105. I have mixed feelings about fixing this since the timeline of introduction of copper_connection_definitions (added in 1.1.89) means that there is non zero chance that some mods could be actually using this bug in some cases, but i decided that t...
- Sat Feb 03, 2024 3:00 pm
- Forum: Modding help
- Topic: LuaSurface map_gen_settings width and height cannot be changed
- Replies: 5
- Views: 274
Re: LuaSurface map_gen_settings width and height cannot be changed
Map generator settings are primarily affecting generations of new chunks, if a chunk was already generated then it will not magically decide to switch from out-of-map tiles to grass or something. You are not providing too many details about your issue. When i increased the width and height a lot the...
- Sat Feb 03, 2024 2:42 pm
- Forum: Modding help
- Topic: LuaSurface map_gen_settings width and height cannot be changed
- Replies: 5
- Views: 274
Re: LuaSurface map_gen_settings width and height cannot be changed
Cannot confirm. It works fine for me:
Code: Select all
/c
local s = game.surfaces.nauvis.map_gen_settings
s.width = 123
s.height = 123
game.surfaces.nauvis.map_gen_settings = s
- Fri Feb 02, 2024 7:41 pm
- Forum: Outdated/Not implemented
- Topic: Multithreading by surface
- Replies: 8
- Views: 765
Re: Multithreading by surface
Due to amount of state variables we cannot simply "upload missing state" to a client when it decides to switch to a different surface. If a client has some pieces of state missing it simply cannot do anything, lua cannot run because it may be touching any surfaces at any point in time and ...
- Fri Feb 02, 2024 4:42 pm
- Forum: Outdated/Not implemented
- Topic: Multithreading by surface
- Replies: 8
- Views: 765
Re: Multithreading by surface
Moreover, in multiplayer games, it seems possible and cool to allow client game instances process only the surface where a player's character located on. This message alone shows you have no idea about our architecture of multiplayer so you have no idea what you are talking about. Its not that we a...
- Wed Jan 31, 2024 11:01 am
- Forum: Won't fix.
- Topic: [1.1.104] Crash when teleporting beyond edge of map
- Replies: 2
- Views: 313
Re: [1.1.104] Crash when teleporting beyond edge of map
Thanks for the report. In order for this crash to not happen please do not teleport yourself intentionally close to the playable area edge.
- Tue Jan 30, 2024 11:52 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17276
Re: Friday Facts #395 - Generic interrupts and Train stop priority
TrainStopCircuitControlGui was shown couple of times (https://www.factorio.com/blog/post/fff-384) but the priority setting was hidden because it would obviously leak that train stop priorities were added. As this FFF mentioned, there is a way to set a priority by circuit network.
- Wed Jan 24, 2024 2:16 pm
- Forum: Duplicates
- Topic: [1.1.101][Linux] Pipe to Ground overlapping transport belts
- Replies: 3
- Views: 349
- Tue Jan 23, 2024 2:28 pm
- Forum: Fixed for 2.0
- Topic: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
- Replies: 2
- Views: 362
Re: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
Thanks for the report. As mentioned in previous message, this is a side effect of a hack implemented in 0.15.31 which tries to expose internal buffer of fluid turret through a LuaFluidBox class. Issue is that internal buffer is not a FluidBox and a such does not support concept of a filter. Multiple...
- Tue Jan 23, 2024 11:39 am
- Forum: Ideas and Suggestions
- Topic: Reactors lose energy to the air when not powered.
- Replies: 8
- Views: 1324
Re: Non-Electric Energy Source Drain (+ Heat Pipe Drain)
Such "features" would go with a performance penalty that i am not sure we want to introduce. BurnerEnergySource, FluidEnergySource and HeatEnergySource are only updating when entity is updated this is why they have no drain on them. FluidEnergySource holds one FluidBox but the FluidBox its...
- Mon Jan 22, 2024 8:00 pm
- Forum: Duplicates
- Topic: [1.1.101] Inserter graphics overlaps power pole
- Replies: 1
- Views: 195
- Mon Jan 22, 2024 7:50 pm
- Forum: Fixed for 2.0
- Topic: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
- Replies: 2
- Views: 362
Re: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
Ref 0.15.31: "Exposed internal buffer of fluid turret to Lua as its last fluidbox."
- Mon Jan 22, 2024 7:38 pm
- Forum: Fixed for 2.0
- Topic: [1.1.94] clicking ping with deconplanner in mapview decons whole map
- Replies: 1
- Views: 487
Re: [1.1.94] clicking ping with deconplanner in mapview decons whole map
Thanks for the report. I did some small tweaks for 2.0 to prevent this from happening: when GPS tag is clicked, selection is aborted.
- Mon Jan 22, 2024 3:08 pm
- Forum: Fixed for 2.0
- Topic: [posila][1.1.101] Heat Exchanger Glow Sprite is above Player Character
- Replies: 2
- Views: 525
Re: [1.1.101] Heat Exchanger Glow Sprite is above Player Character
AFAIK this is the same as 104512 - the way how glowing (draw_as_light) is implemented causes it to not be covered by other sprites. In order for this to be fixed there would have to be significant changes made with how rendering works.
- Mon Jan 22, 2024 2:54 pm
- Forum: Pending
- Topic: [1.1.74] In map view zooming while panning causes jitter
- Replies: 1
- Views: 607
Re: [1.1.74] In map view zooming while panning causes jitter
I am not sure what this bug report is about but there were some changes around zooming while panning already made for 2.0 so i am moving this to Pending.
- Mon Jan 22, 2024 1:55 pm
- Forum: Fixed for 2.0
- Topic: [1.1.81] LuaEntity.set_filter does not update open GUI
- Replies: 3
- Views: 810
Re: [1.1.81] LuaEntity.set_filter does not update open GUI
Thanks for the report. This issue is now fixed for 2.0: set_filter(call) for inserter and loader and splitter_filter(write) for splitter were fixed to refresh GUI correctly.
- Mon Jan 22, 2024 1:29 pm
- Forum: Not a bug
- Topic: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
- Replies: 3
- Views: 553
Re: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
For my understanding, will the "abstract items" announced in the FFF 379 change the duality blueprint item/blueprint not-item we have today ? Or did I understand things wrong ? This is completly unrelated to abstract items from FFF-379. Items spawned from shortcut bar are true items which...
- Mon Jan 22, 2024 12:48 pm
- Forum: Fixed for 2.0
- Topic: [1.1.94] Cursor split stack doesn't round up when used on quickbar
- Replies: 1
- Views: 346
Re: [1.1.94] Cursor split stack doesn't round up when used on quickbar
Thanks for the report. Issue is now fixed for 2.0
- Mon Jan 22, 2024 12:20 pm
- Forum: Not a bug
- Topic: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
- Replies: 3
- Views: 553
Re: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
Thanks for the report however that is Not a bug. Blueprints technically have 2 states of existence: first is Item when they are inside of inventories and second is Records when they are inside of blueprint library. When you are holding blueprint from library you are holding blueprint record which is...